using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class Connection { //how many wires can be linked to a single connector public const int MaxLinked = 5; public readonly string Name; public Wire[] Wires; private Item item; public readonly bool IsOutput; private static Wire draggingConnected; private List effects; public readonly ushort[] wireId; public bool IsPower { get; private set; } public List Recipients { get { List recipients = new List(); for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null) continue; Connection recipient = Wires[i].OtherConnection(this); if (recipient != null) recipients.Add(recipient); } return recipients; } } public Item Item { get { return item; } } public Connection(XElement element, Item item) { #if CLIENT if (connector == null) { panelTexture = Sprite.LoadTexture("Content/Items/connectionpanel.png"); connector = new Sprite(panelTexture, new Rectangle(470, 102, 19, 43), Vector2.Zero, 0.0f); connector.Origin = new Vector2(9.5f, 10.0f); wireVertical = new Sprite(panelTexture, new Rectangle(408, 1, 11, 102), Vector2.Zero, 0.0f); } #endif this.item = item; //recipient = new Connection[MaxLinked]; Wires = new Wire[MaxLinked]; IsOutput = (element.Name.ToString() == "output"); Name = ToolBox.GetAttributeString(element, "name", (IsOutput) ? "output" : "input"); IsPower = Name == "power_in" || Name == "power" || Name == "power_out"; effects = new List(); wireId = new ushort[MaxLinked]; foreach (XElement subElement in element.Elements()) { switch (subElement.Name.ToString().ToLowerInvariant()) { case "link": int index = -1; for (int i = 0; i < MaxLinked; i++) { if (wireId[i] < 1) index = i; } if (index == -1) break; int id = ToolBox.GetAttributeInt(subElement, "w", 0); if (id < 0) id = 0; wireId[index] = (ushort)id; break; case "statuseffect": effects.Add(StatusEffect.Load(subElement)); break; } } } public int FindEmptyIndex() { for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null) return i; } return -1; } //public int FindLinkIndex(Item item) //{ // for (int i = 0; i < MaxLinked; i++) // { // if (item == null && recipient[i] == null) return i; // if (recipient[i]!=null && recipient[i].item == item) return i; // } // return -1; //} public int FindWireIndex(Item wireItem) { for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null && wireItem == null) return i; if (Wires[i] != null && Wires[i].Item == wireItem) return i; } return -1; } public void TryAddLink(Wire wire) { for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null) { Wires[i] = wire; return; } } } public void AddLink(int index, Wire wire) { Wires[index] = wire; } public void SendSignal(int stepsTaken, string signal, Item source, Character sender, float power) { for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null) continue; Connection recipient = Wires[i].OtherConnection(this); if (recipient == null) continue; if (recipient.item == this.item || recipient.item == source) continue; foreach (ItemComponent ic in recipient.item.components) { ic.ReceiveSignal(stepsTaken, signal, recipient, item, sender, power); } foreach (StatusEffect effect in recipient.effects) { //effect.Apply(ActionType.OnUse, 1.0f, recipient.item, recipient.item); recipient.item.ApplyStatusEffect(effect, ActionType.OnUse, 1.0f); } } } public void ClearConnections() { for (int i = 0; i < MaxLinked; i++) { if (Wires[i] == null) continue; Wires[i].RemoveConnection(this); Wires[i] = null; } } public void ConnectLinked() { if (wireId == null) return; for (int i = 0; i < MaxLinked; i++) { if (wireId[i] == 0) continue; Item wireItem = MapEntity.FindEntityByID(wireId[i]) as Item; if (wireItem == null) continue; Wires[i] = wireItem.GetComponent(); if (Wires[i] != null) { if (Wires[i].Item.body != null) Wires[i].Item.body.Enabled = false; Wires[i].Connect(this, false, false); } } } } }